/Engine/Plugins/MovieScene/MovieRenderPipeline/Source/MovieRenderPipelineCore/Public/Graph/MovieGraphDefaultRenderer.h
It is unlikely you will want to implement your own renderer. If you need to create new render passes, inherit fromUMovieGraphRenderPassNodeand add it to your configuration, at which point MRQ will call function on the CDO of it that allow you to set up your own render data.
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType) class UMovieGraphDefaultRenderer : public [UMovieGraphRendererBase](API\Plugins\MovieRenderPipelineCore\Graph\UMovieGraphRendererBase)
TArray<UE::Tas...
OutstandingTasks
Array of outstanding accumulation / blending tasks that are currently being worked on.
FCriticalSectio...
OutstandingTasksMutex
Accessed by the Render Thread when starting up a new task.Makes sure we don't add tasks to the array while we're removing finished ones.
TMap<FName,TS...
PooledAccumulators
Once a sample is copied back from the GPU, we need to potentially accumulate it over multiple frames, and to apply high-res tiling.
TMap<UE::Movie...
PooledSurfaceQueues
This is a list of Surfaces that we can copy our render target to immediately after it is drawn to.
TMap<UE::Movie...
PooledViewRenderTargets
Render Target specify a transient backbuffer to draw the image to.We reuse these because we queue a copy onto a FMoviePipelineSurface so the only reason it is needed is for display in the UI.
TArray<TObject...
RenderPassesInUse
A pointer to the CDOs of the Render Pass nodes that are valid for the current shot render.
TMap< int32,UE...
RenderTimeStatistics
Keep track of some statistics about render frame data for metadata purposes.